Indeed. However, my robot does most of the work anyhow, so I can't complain. although... somedays... 'twould be nice to cast it upon the robot and rip it apart... *chuckles* but anyhow, I'm glad you liked my spell.

I slowly trudged through this gargantuan scroll over the course of three days (I enjoyed it though ), and I would now like to request a special order item. I would like something themed around planetouched, or something to do with ice. The characters in my campaign are only around fifth level, so nothing to high powered please. The ice item really takes precedence as the players are going up against an ice para-genasi warrior of darkness(see the BoVD). Some sort of sword or axe would be nice, though i really dont care about the specifics.

"The only thing we can do is decide what to do with the time that is given to us."

O gentle Sage, I must ask ye a most laborous boon. I've written up quite a few items, but my skills at pricing are undeniably negligible. Would you, or any other present loremasters, aid me in the task? I could post them here, or e-mail if preferable, but I'm afraid I myself will be no help in the process, as mathamatics have a kryptonian quality on me. Already this brief mention has drained me....Sourcemaster2 staggers, leaning on a nearby counter, his skin pallid and breath shallow. Puppy-dog eyes plead for assistance....

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

I had not visited the Magic Shop since it opened its doors, yet browsing through its contents, I found an item that suddenly seemed to have found a way into my campaign, and into an upcoming series of articles in a project several scribes of Candlekeep are working on.

As general feedback, the most interesting items I saw, where the ones that had been given some background, rather than listing just the item and its stats...

Most magic items in Real World legends, myths, and folklore all have certain stories behind them, small or large. Even in reality, many weapons were personalized somehow.

I just think that there should be no such thing as a generic magic item in D&D. Some are obviously tools, and have no real mystique, but whenever I can, I want a story. Even a simple, mundane, non-masterwork dagger shouldn't just be a dagger -- one should add a story to it, even if it's just that the character's grandmother used to use it to gut fish.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.Download the brickfilm masterpiece by Leftfield Studios! See this page for more.

Ring of Faerie: This magical silver ring is created by the Tel-quessir as gifts to their closest allies among the N-Tel-Quess. This ring confers upon the wearer Low-Light Vision, and a +5 competence bonus on Hide, Move Silently, and Search checks.Source: Converted from 1E to 3.5E by Joseph Weber.Faint Divination, Illusion, and Transmutation; CL 3rd; Forge Ring, Creator must be an Elf; Price: 17,250 gp.

Ring of Shocking Grasp: The wearer of this ring can use Shocking Grasp for 2d6 points of electricity damage, three times per hour. The wearer has a +3 bonus on the attack roll if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).Source: Converted from 2E to 3.5E by Joseph Weber.Faint Evocation; CL 2nd; Forge Ring, Shocking Grasp; Price: 4,000 gp.

I had not visited the Magic Shop since it opened its doors, yet browsing through its contents, I found an item that suddenly seemed to have found a way into my campaign, and into an upcoming series of articles in a project several scribes of Candlekeep are working on.

So, I suppose we have to wait until the article, to find out which item you used...?

quote:As general feedback, the most interesting items I saw, where the ones that had been given some background, rather than listing just the item and its stats...

I tried to promote that exact trend by providing some details with each item I posted in the Magic Shop. Most picked up on that trend and carried it on... while others simply posted a whole lot of numbers... .

Only items I posted so far have been revisions of magic items from 1E or 2E that didn't make it to 3E, or something that is not common, but isn't unique either.

And there's nothing wrong with that. Feel free to continue if you so wish. There's more than a few 2e items I'd like to see have a 3e make-over.

What I was getting at before though was, that if someone intends to present a unique item they've worked up either for specific entry here, or for use in their own home campaigns... it would be far more interesting for these items to be supported by some "fluffly" elements to supplement the diet of crunchiness that comes along with it... .

A prized possession of House Faen Tlabbar, their Communing Plate.Faen Tlabbar Communing Plate: This platinum platter allows the user to Commune with Lolth once a day.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Moderate Divination; CL: 9th; Craft Wondrous Item, Commune; Price 41,200 gp; Weight 1 lb.

A few possessions of Matron Mez'Barris Armgo, her gloves, piwafwi, and necklace.Mez’Barris’ Gloves: These arm-length, open fingered evening gloves appear delicate. These gloves grant a +6 enhancement bonus to Strength, and a +8 Armor bonus to AC of their wearer.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Strong Abjuration and Transmutation; CL 16th; Craft Wondrous Item, Bull’s Strength, Mage Armor; Price 118,000gp.

Mez’Barris’ Piwafwi: This cloak provides a +10 competence bonus to Hide checks for its wearer. The wearer can climb as if under the effects of a Spider Climb spell. The cloak grants her immunity to entrapment by Web spells or webs of any sort–she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast Web. She also gains a +2 luck bonus on all Fortitude saves vs poison from spiders.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Faint Conjuration, Illusion, and Transmutation; CL 6th; Craft Wondrous Item, Invisibility, Spider Climb, Web, Creator must be a Drow; Price 29,000gp; Weight 1 lb.

Necklace of the Retriever (Minor Artifact): This golden necklace is set with four large gems (ruby, diamond, blue sapphire, and obsidian), each valued at no less than 2,000gp each. The first three gems can emit, once per day, 60’ long rays of fire, cold, and lightning respectively, striking a single target and delivering 20d6 points of damage (Reflex DC 22, for half). The obsidian stone fires a ray of transmutation, which turns the victim into mud, stone, gold, or lead (determined randomly) unless a successful Fortitude save is made (DC 22), in which case there is no effect.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Caster level: 20th.

My version's of some of Jarlaxle's unique magic items.Bracer of Throwing Daggers: This bracer is able to generate up to five +4 Daggers of Distance per round, if the dagger is not thrown by the end of the round it vanishes. This bracer does not take up an item slot.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Strong Conjuration, Divination, and Transmutation; CL: 16th; Craft Wondrous Item, Clairaudience/Clairvoyance, Greater Magic Weapon, Major Creation; Price 184,000 gp.

Jarlaxle’s Boots: These hard-heeled boot can make loud clicking noise as the wearer walks on any surface, or be so quiet that you don’t even know the wearer is there. These boots increases wearer’s base land speed by 30 ft (this is an enhancement bonus) and provides a +10 competence bonus to Balance, Move Silently, and Tumble checks.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Faint Evocation, Illusion, and Transmutation; CL: 5th; Craft Wondrous Item, Cat’s Grace, Expeditious Retreat, Shatter, Silence; Price 85,000 gp; Weight 1 lb.

Jarlaxle’s Cape: The wearer of this cape can cause it to display a shifting pattern of incredible hues, color after color cascading from the upper part of the cape to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the cape. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.Every round of continuous scintillation of the cape gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).The effect can be used no more than a total of 10 rounds per day.The cape grants the wearer a +10 competence bonus to Hide checks.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set and modified Robe of Scintillating Colors.Faint Illusion; CL: 11th; Craft Wondrous Item, Blur, Invisibility, Rainbow Pattern; Price 32,000 gp; Weight 1 lb.

Jarlaxle’s Eyepatch: This magical eyepatch can generate a Fireball once per day upon command, the Fireball deals 10d6 points of damage (Reflex DC 16 half), half of the damage is fire damage, and the other half is divine damage that affects even targets resistant to fire. Additionally once per day the wearer can command the eyepatch to generate Fear (Will 17 for partial). The eyepatch grants a +10 competence bonus to Search and Spot checks. The eyepatch shields the wearer’s thoughts granting immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Strong Divination, Evocation, and Necromancy; CL: 12th; Craft Wondrous Item, Corrupt Spell, Clairaudience/Clairvoyance, Fear, Fireball, Nondetection, True Seeing; Price 85,200 gp.

Some weapons featured in the Wild Magic adventure that was part of the Menzoberranzan boxed set.Dagger of Stone Death: This +4 dagger allows the wielder to use both a Poison effect (as the spell, save DC 17) and Flesh to Stone effect (as the spell, save DC 19) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the Poison effect and Flesh to Stone effect must be invoked in the same round that the dagger strikes.Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.Strong Necromancy and Transmutation; CL 12th; Craft Magic Arms and Armor, Flesh to Stone, Poison; Price 80,302 gp.

Mace of Blinding: Those struck by this +2 Heavy Mace must make a Fort save (DC 13) or be permanently blinded.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.Moderate Necromancy; CL 6th; Craft Magic Arms and Armor, Blindness/Deafness; Price 20,312 gp; Weight 8 lb.

The Whip of Fangs used by Vendes Baenre.Scourge of Ebony Fangs: This +2 Scourge has additional properties, refer to Serpent Kingdoms for full details on a Scourge of Fangs. In addition to its normal properties, Vendes’ scourge also transforms her victims to Ebony (Fort DC 22) or be permanently transformed.Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set and Serpent Kingdoms.Strong Necromancy and Transmutation; CL 15th; Craft Magic Arms and Armor, Animate Objects, Bestow Curse, Flesh to Stone, Polymorph Any Object; Price 288,000 gp; Weight 5 lb.

The magical "pitchfork" used by Shakti Hunzrin, rival of Liriel Baenre.Trident of Lightning: This +3 Shock Trident is covered with arcane runes. It has the ability, upon command, to shoot a Lightning Bolt (9d6 Electricity, Reflex DC 15 for half) from the tip up to 5 times per day.Source: Daughter of the Drow novel series, adapted to 3.5E by Joseph Weber.Moderate Evocation; CL: 9th; Craft Magic Arms & Armor, Lightning Bolt; Price: 80,915 gp.

The Ring of Antivenom that Matron Baenre had made from a King of Mithral Hall, trapping his spirit within his tooth.Matron Baenre’s Ring of Antivenom: This ring carved from the tooth of a dwarven king renders the wearer immune to all natural poisons and grants her a +5 resistance bonus on saving throws against any magic or supernatural poison. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week before it will function again. The spirit of the dwarven king (Gandalug Battlehammer) is trapped within the tooth, Matron Baenre will summon him from time to obtain information about Mithril Hall or to just torment him.Source: Underdark (for the magical properties)Moderate Conjuration; CL 7th; Forge Ring, Neutralize Poison; Price 60,000 gp.

Earring of Freedom of Movement: This gold earring allows the wearer to act as if continually under the effect of a Freedom of Movement spell. Earrings do not count towards the number of magical items worn.Source: DMG 3.5, modified Ring of Freedom of Movement.Moderate Abjuration; CL 7th; Craft Wondrous Item, Freedom of Movement; Price 80,000 gp.

Earring of Health: This gold earring grants the wearer an enhancement bonus to Constitution of +6. The wearer is also immune to Disease, including Supernatural Disease. Earrings do not count towards the number of magical items worn.Source: Created by Joseph Weber.Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Remove Disease; Price 94,500 gp.

Earring of Mind Shielding: This earring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment. Earrings do not count towards the number of magical items worn.Source: DMG 3.5, modified Ring of Mind Shielding.Faint Abjuration; CL 3rd; Craft Wondrous Item, Nondetection; Price 16,000 gp.

Earring of Regeneration: This white gold earring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this earring, the earring regenerates it as the spell. In either case, only damage taken while wearing the earring is regenerated. Earrings do not count towards the number of magical items worn.Source: DMG 3.5, modified Ring of Regeneration.Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp.

Horn of the Ocean TravelerThis ivory horn is simple and undecorated, and a quite useful addition to any travelers array of magical items. It was originally created by the same bard responsible for the Lute of the Planar Traveler, who miraculously returned after drowning in the elemental plane of water. There was a highly unlikely story about a group of young and rather scantily clad mermaids, which as he claims was his main reason to develop this item in the first place.He was thought lost – again – in the plane of water, after a whale confused him with a possible mate due to the horns sound.

If blown, the horn bestows water breathing upon it’s wielder for two minutes. However, due to the likeness of the sound to a female whales mating songs – reinforced with the horn’s magical properties - it might cause some serious complications to the unwary traveler.

Mummy DustThis magical dust can be blown from the characters hand as a standard action. If he does so while uttering a single command word, the dust forms into a mummy under the characters control, just as if he had summoned it with Summon Undead V. The mummy disappears again after 10 rounds.Rumours claim the dust originates from none lesser than Zhengyih, witch-king of Vaasa.Moderate conjuration; CL 10th; Craft Wondrous Item, Summon Undead V; Price 2,500 gp.

Flame of PhlegetosForged from baatorian greensteel, this +1 vorpal flaming burst demon-bane bastardsword is adorned with fine depictions of flaming tendrils all across the blade. Several black opals and blood red rubies rest in sockets around the hilt. The hilt itself is covered in Tanar’ri skin, supposedly from none less than a balor. Any character carrying the blade is granted the following:- Fire resistance 15- +4 resistance bonus on saves vs. poison- Darkvision 60 ft.

In addition to the qualities already mentioned above, the sword is considered to be both evil and lawful for overcoming damage reduction or for spells that detect the relevant auras. Also, each successful hit deals an additional point of vile damage, and the sword is considered keen. These are properties of the greensteel, and are thus not subject to dispel magic or an antimagic field.Any character of good alignment trying to equip the Flame of Phlegetos instantly gains a negative level that cannot be overcome in any way. All character carrying it must succeed at a will save every time they draw it, against a DC of 17. Failure results in an alignment change of one step closer to LE. If the wearer of the sword has the chance of crossing blades with a demon, no matter the circumstances, he must succeed at a will save (DC 24) or instantly attack it. Finally, a demons fire resistance and damage reduction – both magical and from the normal demon traits – are completely ignored by the sword.

The sword was originally crafted by the pit fiend Belariol, who at a time long past was one of Phlegetos’ main military commanders. After being sorely defeated by a Tanar’Ri horde, and loosing an artifact he was charged to guard, Belial decided he was to be sentenced to eternal imprisonment in the icy wastes of Cania. Belariol pleaded before him and Lady Fierna to allow him to recover the artifact. Fierna, in the end, agreed and convinced her brother as well, granting him a hundred mortal years to retrieve it. For a hundred days, Belariol worked the finest blade of baatorian greensteal, and for a hundred days he worked his magic, weaving the very essence of his being into the sword. And then, for a hundred years, he hunted the artifact across the abyss, fearing neither the forgetful waters of the River Styx nor the depths of the demonweb pits.It is said that he did find the artifact, has slain the demon prince holding it, and brought it back before the court of phlegetos. He succumbed to the magical curse of the tanar’ri lord after that, but rumours tell that his corrupted soul still lives within the Flame of Phlegetos itself…

Amulet of Phelthong: Named for the drow wizard of fabled powers who devised them long ago, these rare, fist-sized obsidian pendants are carved into smiling drow faces. In Menzoberranzan, they are worn only by powerful master mages of Sorcere. Such amulets have the following powers:· Comprehend Languages whenever held or worn.· Quickened Dimension Door twice per day, by silent mental command.· Quickened Obscuring Mist once per day, by silent mental command.· Timestop once every 12 days, by speaking a secret command word while touching the amulet to a magical item (which is forever drained).Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.Strong Abjuration, Conjuration, Divination, and Transmutation; CL 18th; Craft Wondrous Item, Quicken Spell, Comprehend Languages, Dimension Door, Mordenkainen’s Disjunction, Obscuring Mist, Timestop; Price 200,000 gp.

Orb of Radiance: These hand-sized globes of polished white quartz are among the most valued items of drow mages, who use them to defend themselves against drow attack (or to sufficiently impress other drow, particularly hostile priestesses, that attacks can be avoided). Any being who knows the command words can use an Orb of Radiance, as long as some part of their skin is in direct contact with it. While they hold it or carry it on their person, they make all saving throws against any sort of magic at a -1 penalty. It is whispered that these rare items were first fashioned with the aid of surface-world priests of other faiths. In Menzoberranzan, such items are carried only by wizards of Sorcere, or perhaps as hidden treasures by nobles of one or more of the most powerful noble Houses.When directed, an Orb of Radiance can emit a:· Sunbeam (four times per day): as the spell, command words: “Delather myarra heth!”· Persistent Light (once every other round, remains in globe where cast, not moving with orb, and unless dispelled by other means, lasts exactly 1 day from casting), command word: “Aumrae!”· Ruby Ray (once per day, effects as Ruby Ray of Reversal), each time the Ruby Ray power is activated it drains 1d4+1 hit points from the orb-user; such lost hit points can be regained by normal healing means. The command word for this power is: “Raspra!”Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.Strong Abjuration and Evocation; CL 13th; Craft Wondrous Item, Extend Spell, Persistent Spell, Light, Ruby Ray of Reversal, Sunbeam; Price 409,500 gp.

Alghazar ‘Tel Rahnn was a paladin who served Helm in life, nobly fighting against evil in Faerun, earning him the name of Alghazar the Brave. One fateful night, a powerful undead creature confronted Alghazar and his party. Alghazar fought the creature, but was rendered unconscious. When Alghazar regained consciousness, he found all of his companions had been killed; their broken bodies lay all around him. For years Alghazar suffered, tortured by the memory of the corpses of his companions. Blaming himself for their deaths and unable to live with these memories, Alghazar took his own life. Alghazar found himself wandering the fugue plains, abandoned by Helm. Kelemvor sought out this once valiant spirit and bound his soul to a magical maul, giving Alghazar a chance to redeem himself by serving his new lord, Death. Dane Marduth, one of the first clerics of Kelemvor, was the original wielder of the maul. Marduth spent his life hunting down and destroying undead with Alghazar the Brave, sending the unfortunate creatures to their true deaths. Marduth was murdered by the Cult of the Dragon in 1370 DR, and Alghazar was kept at a Cult stronghold for over a year, until it mysteriously disappeared.

Alghazar the Brave

+3 Undead Bane Silvered Maul of Disruption

Alghazar is a dwarven crafted two-handed war maul that has been alchemically laced with silver throughout its construction. There is a 50% chance that the Maul will absorb energy drain attacks made against the wielder. Alghazar can sense undead within a 60’ radius, and will always warn the wielder of any undead present.

Languages: Alghazar speaks common and celestial.

Alignment: Lawful Good

Special Purpose: Destroy Undead

EGO (17)

War to slay, not to fight long and glorious.Aermhar of the TangletreesYear of the Hooded Falcon